Sander Bakkes

Orcid: 0000-0002-7267-4501

Affiliations:
  • Utrecht University, Utrecht, The Netherlands
  • University of Amsterdam, Game Studies Laboratory (former)
  • Amsterdam University of Applied Sciences (former)


According to our database1, Sander Bakkes authored at least 43 papers between 2004 and 2023.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

Online presence:

On csauthors.net:

Bibliography

2023
Identifying Body Appreciation by Visualising Actual/Ideal Self-Discrepancy: An Avatar Creation Task.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Multiplayer Tension In the Wild: A Hearthstone Case.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

First Experiments with an Applied Gaming Intervention for reducing Loneliness of Children with Chronic Illness: Lessons Learned.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

2021
MUMBAI: multi-person, multimodal board game affect and interaction analysis dataset.
J. Multimodal User Interfaces, 2021

Towards explainable prediction of player frustration in video games.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

Correlating Facial Expressions and Subjective Player Experiences in Competitive Hearthstone.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

Ruby's Mission: Towards an Applied Gaming Intervention for reducing Loneliness of Children with Chronic Illness.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

Data2Game: Towards an Integrated Demonstrator.
Proceedings of the Advances in Usability, User Experience, Wearable and Assistive Technology, 2021

2020
Avatars of a Feather Flock Together: Gender Homophily in Online Video Games Revealed via Exponential Random Graph Modeling.
IEEE Trans. Games, 2020

Corrigendum to "Modeling and adjusting in-game difficulty based on facial expression analysis" [Entertain. Comput. 31 (2019) 100307].
Entertain. Comput., 2020

Motivation in Gamification: Constructing a Correlation Between Gamification Achievements and Self-determination Theory.
Proceedings of the Games and Learning Alliance - 9th International Conference, 2020

Multi-Modal Study of the Effect of Time Pressure in a Crisis Management Game.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

2019
Modeling and adjusting in-game difficulty based on facial expression analysis.
Entertain. Comput., 2019

Andromeda: A Personalised Crisis Management Training Toolkit.
Proceedings of the Games and Learning Alliance - 8th International Conference, 2019

Towards Multi-modal Stress Response Modelling in Competitive League of Legends.
Proceedings of the IEEE Conference on Games, 2019

2018
Moral engagement in interactive narrative games: an exploratory study on ethical agency in the walking dead and life is strange.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Personalized crisis management training on a tablet.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

2017
Procedural zelda: a PCG environment for player experience research.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

2016
Monte Carlo Tree Search with options for general video game playing.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Automated game balancing of asymmetric video games.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

2015
Grammar-based Procedural Content Generation from Designer-provided Difficulty Curves.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Engaging Casual Games That Frustrate You: An Exploration on Understanding Engaging Frustrating Casual Games.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

2014
Inferring Player Experiences Using Facial Expressions Analysis.
Proceedings of the 2014 Conference on Interactive Entertainment, 2014

Circuit-adaptive challenge balancing in racing games.
Proceedings of the 2014 IEEE Games Media Entertainment, 2014

Challenge balancing for personalised game spaces.
Proceedings of the 2014 IEEE Games Media Entertainment, 2014

meIRL-BC: Predicting player positions in video games.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Design criteria for challenge balancing of personalised game spaces.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Towards Personalised Gaming via Facial Expression Recognition.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

2012
Player behavioural modelling for video games.
Entertain. Comput., 2012

A feasibility study in using facial expressions analysis to evaluate player experiences.
Proceedings of the 8th Australasian Conference on Interactive Entertainment, 2012

Personalised gaming: a motivation and overview of literature.
Proceedings of the 8th Australasian Conference on Interactive Entertainment, 2012

2011
Generating Missions and Spaces for Adaptable Play Experiences.
IEEE Trans. Comput. Intell. AI Games, 2011

Head Detection in Stereo Data for People Counting and Segmentation.
Proceedings of the VISAPP 2011, 2011

Telemonitoring for independently living elderly: Inventory of needs & requirements.
Proceedings of the 5th International Conference on Pervasive Computing Technologies for Healthcare, 2011

Ambient Monitoring from an Elderly-Centred Design Perspective: What, Who and How.
Proceedings of the Ambient Intelligence, 2011

2009
Rapid and Reliable Adaptation of Video Game AI.
IEEE Trans. Comput. Intell. AI Games, 2009

Opponent modelling for case-based adaptive game AI.
Entertain. Comput., 2009

2008
Rapid Adaptation of Video Game AI.
Proceedings of the GAMEON'2008, 2008

Dynamic formations in real-time strategy games.
Proceedings of the 2008 IEEE Symposium on Computational Intelligence and Games, 2008

Monte-Carlo Tree Search: A New Framework for Game AI.
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008

2007
Opponent Modeling in Real-Time Strategy Games.
Proceedings of the GAMEON'2007, 2007

Map-Adaptive Artificial Intelligence for Video Games.
Proceedings of the GAMEON'2007, 2007

2004
TEAM: The Team-Oriented Evolutionary Adaptability Mechanism.
Proceedings of the Entertainment Computing, 2004


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